Animist advice needed


Advice


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Howdy, I’m a long time 1e player making the transition to 2e and need help. I need to create a PC for a Bastion of Blasphemies game (lvls 5-13). The other PCs are a Barbarian (unknown archetype), Kineticist (stone brawler archetype, w/ battle medicine), and a Rogue (crossbow infiltrator, w/battle medicine).

My concept for my pc is a centaur who was formally possessed by demon. He is the only survivor of his band (herd?) which was killed by the same demon. He is now accompanied by their spirits.

So, I’m looking to play an animist, Gish like character and need some help/advice/guidance. My stats are pretty flexible and are currently 4, 2, 4, 0, 4, -1 @ 5th level.

1. Does this group need more of an arcane caster, will not having slow/haste be detrimental? My next choice would be a magus but I’m will to listen to other options.
2. I’m thinking Ranger for an archetype. If there are any pitfalls I’m not seeing let me know.
3. Any general (or specific) build advice I’d love to hear your ideas.
4. I’m open to other ideas, let me hear em.
5. **Edit** free archetype game.

Thanks in advance!


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Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

First, be aware that a primary caster class in PF2e, even with a multiclassed archetype in a martial class, will not feel very "gish-like" compared to what was possible in PF1e. You may want to consider a ranger with the multiclassed animist free archetype, instead.

You might also consider a necromancer instead of animist for a character "accompanied by [the] spirits [of his band/herd]." The Reaper fatal method and the Spirit grim fascination seems like it would suit the character's background.

One other bit of advice: Make sure you familiarize yourself with the three-action economy and multiple attack penalty rules in PF2e. Trying to play in PF2e the same way you did in PF1e will likely be counterproductive.

Silver Crusade

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Especially since you're aleady a Centaur I'd STRONGLY recommend you take the Guardian archetype, take Punishing Shove from Guardian and Practiced Brawn from Centaur.

Already very good at level 5 but it becomes golden at Level 6 with the Roaring Heart Animist Feat.

Insanely good against low level opponents and decent against near level opponents.

Shove 2 enemies into an area so you can get 3 enemies in an Earths Bile. Doing 12 points to each enemy (20 at level 7) from the shove while handing out temp hps to the group

Obviously you max out athletics and take assurance athletics.

I've been playing this build in Kingmaker and it absolutely rocks


Dragonchess Player wrote:

You might also consider a necromancer instead of animist for a character "accompanied by [the] spirits [of his band/herd]." The Reaper fatal method and the Spirit grim fascination seems like it would suit the character's background.

I’ll take a look. Thanks.


pauljathome wrote:

Especially since you're aleady a Centaur I'd STRONGLY recommend you take the Guardian archetype, take Punishing Shove from Guardian and Practiced Brawn from Centaur.

Already very good at level 5 but it becomes golden at Level 6 with the Roaring Heart Animist Feat.

Insanely good against low level opponents and decent against near level opponents.

Shove 2 enemies into an area so you can get 3 enemies in an Earths Bile. Doing 12 points to each enemy (20 at level 7) from the shove while handing out temp hps to the group

Obviously you max out athletics and take assurance athletics.

I've been playing this build in Kingmaker and it absolutely rocks

Wow, that is a lot of good synergy. As far as shove goes… do you need a free hand or are you using a weapon with the shove trait?

Silver Crusade

Smiles-a-lot wrote:
pauljathome wrote:

Especially since you're aleady a Centaur I'd STRONGLY recommend you take the Guardian archetype, take Punishing Shove from Guardian and Practiced Brawn from Centaur.

Already very good at level 5 but it becomes golden at Level 6 with the Roaring Heart Animist Feat.

Insanely good against low level opponents and decent against near level opponents.

Shove 2 enemies into an area so you can get 3 enemies in an Earths Bile. Doing 12 points to each enemy (20 at level 7) from the shove while handing out temp hps to the group

Obviously you max out athletics and take assurance athletics.

I've been playing this build in Kingmaker and it absolutely rocks

Wow, that is a lot of good synergy. As far as shove goes… do you need a free hand or are you using a weapon with the shove trait?

I've been using a mace so I can also use a shield. Also got myself plate mail proficiency so I make a decent tank.

Roaring Heart only works against adjacent foes so a reach weapon like longspear gets much less value.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Dragonchess Player wrote:
You might also consider a necromancer instead of animist for a character "accompanied by [the] spirits [of his band/herd]." The Reaper fatal method and the Spirit grim fascination seems like it would suit the character's background.

<sigh> I kept thinking about this...

For a spirit reaper necromancer, I'd probably go with:
Str +2, Dex +4, Con +2, Int +4, Wis +2, Cha -1 at 5th (the character is an archer "gish")
Ironhoof heritage (for the unarmed attack that doesn't require drawing a weapon or a free hand)
Skilled Herbalist at 1st
Draining Strike (note that a Strike can be ranged) and (free archetype) Alchemist Dedication at 2nd; skill feat (Additional Lore could be a good choice in one of the specific lores mentioned in the Players' Guide, or possibly Arcane Sense for detect magic as an innate spell)
Fleet at 3rd; Expert in Crafting
Body Shield and (free archetype) Advanced Alchemy at 4th; Magical Crafting
Centaur Weapon Familiarity at 5th (for the critical specialization effect with a longbow); Expert in Occultism

Note that for the Bastion of Blasphemies AP, the players can go at their own pace (for the most part). Including plenty of downtime for activities such as Crafting.

For future advancement, I'd consider:
6th- Bind Heroic Spirit, Basic Concoction (Quick Bomber); Inventor
7th- Toughness; Master in Occultism
8th- Wings of Bone and Sinew, Advanced Concoction (Efficient Alchemy); Consult the Spirits (Occultism)
9th- Herbal Forager; skill increase
10th- Necromantic Lifesense, Advanced Concoction (Calculated Splash); Break Curse; increase Dex, Con, Int, Wis
11th- Incredible Initiative; Master in Crafting
12th- Become as Spirit, Alchemical Power; skill feat
13th- Miraculous Medic; skill increase
14th- Instinctual Creation, Advanced Concoction (Directional Bombs); skill feat


Dragonchess Player wrote:
Dragonchess Player wrote:
You might also consider a necromancer instead of animist for a character "accompanied by [the] spirits [of his band/herd]." The Reaper fatal method and the Spirit grim fascination seems like it would suit the character's background.

<sigh> I kept thinking about this...

Hmmm… I think alchemist might be too much for me. I don’t think I have the knowledge to use it to its potential.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Smiles-a-lot wrote:
Dragonchess Player wrote:
Dragonchess Player wrote:
You might also consider a necromancer instead of animist for a character "accompanied by [the] spirits [of his band/herd]." The Reaper fatal method and the Spirit grim fascination seems like it would suit the character's background.

<sigh> I kept thinking about this...

Hmmm… I think alchemist might be too much for me. I don’t think I have the knowledge to use it to its potential.

Fair. It is another bunch of things to keep track of.

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